Your “move component to” node does not have any object as a focus. Also, the whole setup is unoptimized and is a bad practice of writing scalable and efficient code.
@MatthewGod500 Which one are you referring to? Making it scalable? Optimised it? Fixing the bug? Covering every one of them is complex except for this specific bug.
@MatthewGod500 Sure, I can help with this very specific problem, but I can’t help you in the long run. If you want to improve the way you write your code, there’s no other shortcut but to learn about C++ and its data structures. This includes object-oriented programming in C++, and hopefully, it will make the code more scalable. It applies to Blueprints, too (after all, it was developed in C++)! (local functions, macros, collapsed node, function library)
Also, to cover up on the optimisations, you will have to learn, but not limited to, control flow, object references, interfaces, encapsulation, overriding, dynamic casting, class templates, namespaces, replication, iterators, and many more.
That’s the reason I could not help much in this context. It’s not something that can be explained in one single post.
As I said, BP was made from C++. They are using the same structure as C++. Not Python, not Java, but C++’s structure.
C++ is a high-performance mid-level language considered optimised for game usage. That’s why they chose it. If you want to use your own structure on an intended (made from) C++ based design, you will get a bad practice code setup (non-scalable, not optimised, messy, too many variables, memory leak).